﻿// For an introduction to the Blank template, see the following documentation:
// http://go.microsoft.com/fwlink/?LinkId=232509
(function () {
    "use strict";

    WinJS.Binding.optimizeBindingReferences = true;

    var app = WinJS.Application;
    var activation = Windows.ApplicationModel.Activation;

    var canvas, context;
    var gameStage;
    var preloadQ;
    var logoScreenImage, logoScreenBitmap;
    var newGame = true;

    var player;
    var floorImage, floorBitmap;
    var playerIdleImage, playerIdleBitmap;
    var scaleW = window.innerWidth / 1366;
    var scaleH = window.innerHeight / 768;
    var ghosts = [];
    var ghostSpeed = 1.0;
    var ghostImage;
    var timeToAddNewGhost = 0;
    var isGameOver = false;
    var scoreText;
    var playerScore = 0;
    var playerSpeed = 10;

    app.onactivated = function (args) {
        if (args.detail.kind === activation.ActivationKind.launch) {
            if (args.detail.previousExecutionState !== activation.ApplicationExecutionState.terminated) {
                // TODO: This application has been newly launched. Initialize
                // your application here.
            } else {
                // TODO: This application has been reactivated from suspension.
                // Restore application state here.
            }
            args.setPromise(WinJS.UI.processAll());
        }
    };

    function initialize() {
        canvas = document.getElementById("gameCanvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        context = canvas.getContext("2d");

        gameStage = new createjs.Stage(canvas);

        canvas.addEventListener("MSPointerUp", pointerUp, false);
        canvas.addEventListener("MSPointerMove", pointerMove, false);
        canvas.addEventListener("MSPointerDown", pointerDown, false);

        gameStage = new createjs.Stage(canvas);

        loadContent();
    }

    function pointerUp(event) {
        if (newGame) {
            newGame = false;
        }
        else {
            player.targetX = event.x;
            player.targetY = event.y;
        }
    }

    function pointerMove(event) {
        if (newGame) {
        }
        else {
            player.targetX = event.x;
            player.targetY = event.y;
        }
    }

    function pointerDown(event) {
        if (newGame) {
        }
        else {
            player.targetX = event.x;
            player.targetY = event.y;
        }
    }

    function loadContent() {
        preloadQ = new createjs.LoadQueue();
        preloadQ.on("complete", prepareStage, this);

        preloadQ.loadManifest([
            { id: "logoScreen", src: "images/GFX/LogoScreen.png" },
            { id: "floor", src: "images/GFX/floor.png" },
            { id: "ghost", src: "images/GFX/Ghost.png" },
            { id: "playerIdle", src: "images/GFX/PlayerIdle.png" }
        ]);
    }

    function prepareStage() {
        logoScreenImage = preloadQ.getResult("logoScreen");
        logoScreenBitmap = new createjs.Bitmap(logoScreenImage);
        logoScreenBitmap.scaleX = scaleW;
        logoScreenBitmap.scaleY = scaleH;
        gameStage.addChild(logoScreenBitmap);

        floorImage = preloadQ.getResult("floor");
        floorBitmap = new createjs.Bitmap(floorImage);
        floorBitmap.visible = false;
        floorBitmap.scaleX = scaleW;
        floorBitmap.scaleY = scaleH;
        gameStage.addChild(floorBitmap);

        playerIdleImage = preloadQ.getResult("playerIdle");
        playerIdleBitmap = new createjs.Bitmap(playerIdleImage);
        playerIdleBitmap.visible = false;
        gameStage.addChild(playerIdleBitmap);

        scoreText = new createjs.Text("Score: " + playerScore, "30px sans-serif", "yellow");
        scoreText.x = canvas.width / 2 - (scoreText.getMeasuredWidth() * scaleW / 2);
        scoreText.scaleX = scaleW;
        scoreText.scaleY = scaleH;
        scoreText.y = 30 * scaleH;
        scoreText.visible = false;
        gameStage.addChild(scoreText);

        player = new Player();
        ghostImage = preloadQ.getResult("ghost");

        createjs.Ticker.setInterval(window.requestAnimationFrame);
        createjs.Ticker.addEventListener("tick", gameLoop);
    }

    function gameLoop() {
        update();
        draw();
    }

    function update() {
        if (newGame) {
            logoScreenBitmap.visible = true;
            playerIdleBitmap.visible = false;
            floorBitmap.visible = false;
        }
        else {
            if (isGameOver) {
                isGameOver = false;
                ghosts.length = 0;
                gameStage.clear();
                
                gameStage.addChild(logoScreenBitmap);
                gameStage.addChild(floorBitmap);
                gameStage.addChild(playerIdleBitmap);
                gameStage.addChild(scoreText);
                playerScore = 0;
               
                gameStage.update();
            }

            logoScreenBitmap.visible = false;
            playerIdleBitmap.visible = true;
            floorBitmap.visible = true;
            scoreText.visible = true;

            playerScore += 1;
            scoreText.text = ("Score: " + playerScore);

            if (player.targetX > player.positionX) {
                player.positionX += playerSpeed;
            }
            if (player.targetX < player.positionX) {
                player.positionX -= playerSpeed;
            }
            if (player.targetY > player.positionY) {
                player.positionY += playerSpeed;
            }
            if (player.targetY < player.positionY) {
                player.positionY -= playerSpeed;
            }

            playerIdleBitmap.x = player.positionX - (player.width / 2);
            playerIdleBitmap.y = player.positionY - (player.height / 2);

            timeToAddNewGhost -= 1;
            if (timeToAddNewGhost < 0) {
                timeToAddNewGhost = 1000
                ghosts.push(new Ghost(new createjs.Bitmap(ghostImage)));
                ghosts[ghosts.length - 1].setStartPosition();
                gameStage.addChild(ghosts[ghosts.length - 1].ghostBitmap);
            }

            for (var i = 0; i < ghosts.length; i++) {
                ghosts[i].ghostBitmap.x = ghosts[i].positionX;
                ghosts[i].ghostBitmap.y = ghosts[i].positionY;
                ghosts[i].ghostBitmap.visible = true;
                ghosts[i].move(player.positionX, player.positionY);
                isGameOver = ghosts[i].isCollision(player.positionX, player.positionY, player.width, player.height);

                if (isGameOver) {
                    break;
                }
            }
        }
    }

    function draw() {
        gameStage.update();
    }

    function Player() {
        this.positionX = window.innerWidth / 2;
        this.positionY = window.innerHeight / 2;

        this.targetX = this.positionX;
        this.targetY = this.positionY;

        this.width = playerIdleBitmap.image.width * scaleW;
        this.height = playerIdleBitmap.image.height * scaleH;
    }

    function Ghost(gfx) {
        this.positionX = Math.random() * 5000 - 2500;
        this.positionY = Math.random() * 3000 - 1500;

        this.setStartPosition = function () {
            if (this.positionX >= 0 && this.positionX <= window.innerWidth) {
                this.positionX = -500;
            }
            if (this.positionY >= 0 && this.positionY <= window.innerHeight) {
                this.positionY = -500;
            }

        }

        this.targetX = 0;
        this.targetY = 0;

        this.move = function (tX, tY) {
            this.targetX = tX;
            this.targetY = tY;

            if (this.targetX > this.positionX) {
                this.positionX += ghostSpeed;
            }
            if (this.targetX < this.positionX) {
                this.positionX -= ghostSpeed;
            }
            if (this.targetY > this.positionY) {
                this.positionY += ghostSpeed;
            }
            if (this.targetY < this.positionY) {
                this.positionY -= ghostSpeed;
            }
        }

        this.isCollision = function (playerX, playerY, playerW, playerH) {
            var centerX = this.positionX + (this.ghostBitmap.image.width * scaleW / 2);
            var centerY = this.positionY + (this.ghostBitmap.image.height * scaleH / 2);

            if ((centerX >= playerX - playerW / 2) && (centerX < playerX + playerW / 2)) {
                if ((centerY >= playerY - playerH / 2) && (centerY < playerY + playerH / 2)) {
                    return true;
                }
            }
            return false;
        }

        this.ghostBitmap = gfx;
    }

    app.oncheckpoint = function (args) {
        // TODO: This application is about to be suspended. Save any state
        // that needs to persist across suspensions here. You might use the
        // WinJS.Application.sessionState object, which is automatically
        // saved and restored across suspension. If you need to complete an
        // asynchronous operation before your application is suspended, call
        // args.setPromise().
    };

    document.addEventListener("DOMContentLoaded", initialize, false);

    app.start();
})();
